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Developing with Graphics

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This page describes the basic classes and techniques regarding drawing graphics with
Lazarus. Other more specific topics are in separate articles.

Contents
▪ 1
Libraries
▪ 2
Introduction to the Graphics model of the LCL
▪ 3
Drawing a rectangle
▪ 4
Using the default GUI font
▪ 5
Drawing text to an exactly fitting width
▪ 6
Drawing text with sharp edges (non antialiased)
▪ 7
Drawing a polygon
▪ 7.1 Simple polygon
▪ 7.2 Self-overlapping polygons
▪ 7.3 Polygon with a hole
▪ 7.4 Polygon with several holes
▪ 8 Working with TBitmap and other TGraphic descendents
▪ 8.1 Loading/Saving an image from/to the disk
▪ 8.2 Additional file formats for TImage
▪ 8.3 Indirect pixel access
▪ 8.4 Direct pixel access
▪ 8.5 Drawing color transparent bitmaps
▪ 8.6 Taking a screenshot of the screen
▪ 9 Working with TLazIntfImage, TRawImage and TLazCanvas
▪ 9.1 Initializing a TLazIntfImage
▪ 9.2 TLazIntfImage.LoadFromFile
▪ 9.3 Loading a TLazIntfImage into a TImage
▪ 9.4 Fading example
▪ 9.5 Image format specific example
▪ 9.6 Conversion between TLazIntfImage and TBitmap
▪ 9.7 Using the non-native StretchDraw from LazCanvas
▪ 10 Motion Graphics - How to Avoid flickering
▪ 10.1 Draw to a TImage
▪ 10.1.1 Resizing the bitmap of a TImage
▪ 10.1.2 Painting on the bitmap of a TImage
▪ 10.1.3 Painting on the volatile visual area of the TImage
▪ 10.2 Draw on the OnPaint event
▪ 10.3 Create a custom control which draws itself
▪ 11 Image formats
▪ 11.1 Converting formats
▪ 12 Pixel Formats
▪ 12.1 TColor
▪ 12.2 TFPColor
▪ 13 Drawing with fcl-image
▪ 14 Common OnPaint Error
▪ 15 Some useful examples
▪ 15.1 Example 1: Drawing on loaded JPEG with TImage
▪ 15.2 Example 2: Drawing on controls of Form
▪ 16 See also
▪ 16.1 2D drawing
▪ 16.2 3D drawing
▪ 16.3 Charts

Libraries
Graphics libraries - here you can see the main graphic libraries you can use to develop.

Introduction to the Graphics model of the LCL


The Lazarus Component Library (LCL) provides two kinds of drawing class: Native
classes and non-native classes. Native graphics classes are the most traditional way of
drawing graphics in the LCL and are also the most important one, while the non-native
classes are complementary, but also very important. The native classes are mostly
located in the unit Graphics of the LCL. These classes are: TBitmap, TCanvas, TFont,
TBrush, TPen, TPortableNetworkGraphic, etc.

TCanvas is a class capable of executing drawings. It cannot exist alone and must either
be attached to something visible (or at least which may possibly be visible), such as a
visual control descending from TControl, or be attached to an off-screen buffer from a
TRasterImage descendent (TBitmap is the most commonly used). TFont, TBrush and
TPen describe how the drawing of various operations will be executed in the Canvas.

TRasterImage (usually used via its descendant TBitmap) is a memory area reserved for
drawing graphics, but it is created for maximum compatibility with the native Canvas
and therefore in LCL-Gtk2 in X11 it is located in the X11 server, which makes pixel
access via the Pixels property extremely slow. In Windows it is very fast because
Windows allows creating a locally allocated image which can receive drawings from a
Windows Canvas.

Besides these there are also non-native drawing classes located in the units:

▪ graphtype: TRawImage is the storage and description of a memory area which


contains an image.
▪ intfgraphics: TLazIntfImage is an image which attaches itself to a TRawImage
and takes care of converting between TFPColor and the real pixel format of the
TRawImage.
▪ lazcanvas: TLazCanvas is a non-native Canvas which can draw to an image in a
TLazIntfImage.

The main difference between the native classes and the non-native ones is that the
native ones do not perform exactly the same in all platforms, because the drawing is
done by the underlying platform itself. The speed and also the exact final result of the
image drawing can have differences. The non-native classes are guaranteed to perform
exactly the same drawing in all platforms with a pixel level precision and they all
perform reasonably fast in all platforms.

In the widgetset LCL-CustomDrawn the native classes are implemented using the non-
native ones.

All of these classes will be better described in the sections below.

Drawing a rectangle
Many controls expose their canvas as a public Canvas property (or via an OnPaint
event). Such controls include TForm, TPanel and TPaintBox. Let's use TForm as an
example to demonstrate how to paint on a canvas.

Suppose we want to draw a red rectangle with a 5-pixel-thick blue border in the center
of the form, and the the rectangle should be half the size of the form. For this purpose
we must add code to the OnPaint event of the form. Never paint in an OnClick handler,
because this painting is not persistent and will be erased whenever the operating
system requests a repaint. Always paint in the OnPaint event!

The TCanvas method for painting a rectangle is named very logically: Rectangle(). You
can pass rectangle's edge coordinates to the method either as four separate x/y values,
or as a single TRect record. The fill color is determined by the color of the canvas's
Brush, and the border color is given by the color of the canvas's Pen:

procedure TForm1.FormPaint(Sender: TObject);


var
w, h: Integer; // Width and height of the rectangle
cx, cy: Integer; // center of the form
R: TRect; // record containing the coordinates of the rectangle's left, top, right, bottom
corners
begin
// Calculate form center
cx := Width div 2;
cy := Height div 2;

// Calculate the size of the rectangle


w := Width div 2;
h := Height div 2;

// Calculate the corner points of the rectangle


R.Left := cx - w div 2;
R.Top := cy - h div 2;
R.Right := cx + w div 2;
R.Bottom := cy + h div 2;

// Set the fill color


Canvas.Brush.Color := clRed;
Canvas.Brush.Style := bsSolid;

// Set the border color


Canvas.Pen.Color := clBlue;
Canvas.Pen.Width := 5;
Canvas.Pen.Style := psSolid;

// Draw the rectangle


Canvas.Rectangle(R);
end;

Using the default GUI font


This can be done with the following simple code:

SelectObject(Canvas.Handle, GetStockObject(DEFAULT_GUI_FONT));

or:

Canvas.Font.Name := 'default';

Drawing text to an exactly fitting width


Use the DrawText routine, first with DT_CALCRECT and then without it.

// First calculate the text size then draw it


TextBox := Rect(0, currentPos.Y, Width, High(Integer));
DrawText(ACanvas.Handle, PChar(Text), Length(Text),
TextBox, DT_WORDBREAK or DT_INTERNAL or DT_CALCRECT);

DrawText(ACanvas.Handle, PChar(Text), Length(Text),


TextBox, DT_WORDBREAK or DT_INTERNAL);

Drawing text with sharp edges (non antialiased)


Some widgetsets support this via

Canvas.Font.Quality := fqNonAntialiased;

Some widgetsets like the gtk2 do not support this and always paint antialiased. Here is
a simple procedure to draw text with sharp edges under gtk2. It does not consider all
cases, but it should give an idea:

procedure PaintAliased(Canvas: TCanvas; x, y: integer; const TheText: string);


var
w, h, dx, dy: Integer;
IntfImg: TLazIntfImage;
Img: TBitmap;
col: TFPColor;
FontColor, c: TColor;
begin
w := 0;
h := 0;
Canvas.GetTextSize(TheText, w, h);
if (w <= 0) or (h <= 0) then exit;
Img := TBitmap.Create;
IntfImg := nil;
try
// paint text to a bitmap
Img.Masked := true;
Img.SetSize(w,h);
Img.Canvas.Brush.Style := bsSolid;
Img.Canvas.Brush.Color := clWhite;
Img.Canvas.FillRect(0, 0, w, h);
Img.Canvas.Font := Canvas.Font;
Img.Canvas.TextOut(0, 0, TheText);
// get memory image
IntfImg := Img.CreateIntfImage;
// replace gray pixels
FontColor := ColorToRGB(Canvas.Font.Color);
for dy := 0 to h - 1 do begin
for dx := 0 to w - 1 do begin
col := IntfImg.Colors[dx, dy];
c := FPColorToTColor(col);
if c <> FontColor then
IntfImg.Colors[dx, dy] := colTransparent;
end;
end;
// create bitmap
Img.LoadFromIntfImage(IntfImg);
// paint
Canvas.Draw(x, y, Img);
finally
IntfImg.Free;
Img.Free;
end;
end;

Drawing a polygon
Simple polygon

A polygon is drawn by the Polygon method of the canvas. The polygon is defined by an
array of points (TPoint) which are connected by straight lines drawn with the current Pen,
and the inner area is filled by the current Brush. The polygon is closed automatically, i.e.
the last array point does not necessarily need to coincide with the first point (although
there are cases where this is required -- see below).

Example: Pentagon

procedure TForm1.FormPaint(Sender: TObject);


var
P: Array[0..4] of TPoint;
i: Integer;
phi: Double;

begin
for i := 0 to 4 do
begin
phi := 2.0 * pi / 5 * i + pi * 0.5;;
P[i].X := round(100 * cos(phi) + 110);
P[i].Y := round(100 * sin(phi) + 110);
end;
Canvas.Brush.Color := clRed;
Canvas.Polygon(P);
end;

Self-overlapping polygons

Here is a modification of the polygon example: Let's


rearrange the polygon points so that the first point is
connected to the 3rd initial point, the 3rd point is
connected to the 5th point, the 5th point to the 2nd point
and the 2nd point to to 4th point. This is a self-overlapping
polygon and results in a star-shape. However, owing to
the overlapping, different effects can be obtained which
depend on the optional Winding parameter of the Polygon() method. When Winding is False
an area is filled by the "even-odd rule" (https://en.wikipedia.org/wiki/Even%E2%80
%93odd_rule), otherwise by the "non-zero winding rule" (https://en.wikipedia.org
/wiki/Nonzero-rule). The following code example compares both cases:

procedure TForm1.FormPaint(Sender:
TObject);
var
P: Array[0..4] of TPoint;
P1, P2: Array[0..4] of TPoint;
i: Integer;
phi: Double;
begin
for i := 0 to 4 do
begin
phi := 2.0 * pi / 5 * i + pi *
0.5;;
P[i].X := round(100 * cos(phi) +
110);
P[i].Y := round(100 * sin(phi) +
110);
end;
P1[0] := P[0];
P1[1] := P[2];
P1[2] := P[4];
P1[3] := P[1];
P1[4] := P[3];
for i:= 0 to 4 do P2[i] :=
Point(P1[i].X + 200, P1[i].Y); //
offset polygon
Canvas.Brush.Color := clRed;
Canvas.Polygon(P1, false);
Canvas.Polygon(P2, true);
end;

Polygon with a hole

Suppose you want to draw the shape of a country with a large lake inside from both of
which you have some boundary points. Basically the Polygon() method of the LCL
canvas is ready for this task. However, you need to consider several important points:

▪ You must prepare the array of polygon vertices such that each polygon is closed
(i.e. last point = first point), and that both first and last polygon points are
immediately adjacent in the array.
▪ The order of the inner and outer polygon points in the array does not matter.
▪ Make sure that both polygons have opposite orientations, i.e. if the outer polygon
has its vertices in clockwise order, then the inner polygon must have the points in
counter-clockwise order.

Example:

const
P: array of [0..8] of TPoint = (
// outer polygon: a rectangle
(X: 10; Y: 10), // <--- first point of the rectangle
(X:190; Y: 10),
(X:190; Y:190), // (clockwise orientation)
(X: 10; Y:190),
(X: 10; Y: 10), // <--- last point of the rectangle = first point

// inner polygon: a triangle


(X: 20; Y: 20), // <--- first point of the triangle
(X: 40; Y:180), // ( counter-clockwise orientation)
(X: 60; Y: 20),
(X: 20; Y: 20) // <--- last point of the triangle = first point
);

procedure TForm1.FormPaint(Sender: TObject);


begin
Canvas.Brush.Color := clRed;
Canvas.Polygon(Pts);
end;

You may notice that there is a line connecting the starting point of the inner triangle
back to the starting point of the outer rectangle (marked by a blue circle in the
screenshot). This is because the Polygon() method closes the entire polygon, i.e. it
connects the very first with the very last array point. You can avoid this by drawing the
polygon and the border separately. To draw the fill the Pen.Style should be set to psClear
to hide the outline. The PolyLine() method can be used to draw the border; this method
needs arguments for the starting point index and also a count of the array points to be
drawn.

procedure TForm1.FormPaint(Sender: TObject);


begin
Canvas.Brush.Color := clRed;
Canvas.Pen.Style := psClear;
Canvas.Polygon(Pts);

Canvas.Pen.Style := psSolid;
Canvas.Pen.Color := clBlack;
Canvas.Polyline(Pts, 0, 5); // rectangle starts at index 0 and
consists of 5 array elements
Canvas.Polyline(Pts, 5, 4); // triangle starts at index 5 and
consists of 4 array elements
end;

Polygon with several holes

Applying the rules for the single hole in a polygon, we extend the example from the
previous section by adding two more triangles inside the outer rectangle. These
triangles have the same orientation as the first triangle, opposite to the outer rectangle,
and thus should be considered to be holes.
const
Pts: array[0..16] of TPoint = (
// outer polygon: a rectangle
(X: 10; Y: 10), // clockwise
(X:190; Y: 10),
(X:190; Y:190),
(X: 10; Y:190),
(X: 10; Y: 10),

// inner polygon: a triangle


(X: 20; Y: 20), // counter-clockwise
(X: 80; Y:180),
(X: 140; Y: 20),
(X: 20; Y: 20),

// 2nd inner triangle


(X: 150; Y: 50), // counter-clockwise
(X: 150; Y:100),
(X: 180; Y: 50),
(X: 150; Y: 50),

// 3rd inner triangle


(X: 180; Y: 80), // counter-clockwise
(X: 160; Y:120),
(X: 180; Y:120),
(X: 180; Y: 80)
);

Rendering this by a simple Polygon() fill is disappointing because there are new
additional areas with are not expected. The reason is that this model does not return to
the starting point correctly. The trick is to add two further points (one per shape). These
are added to the above single-hole-in-polygon case: the first additional point duplicates
the first point of the 2nd inner triangle, and the second additional point duplicates the
first point of the 1st inner triangle. By so doing, the polygon is closed along the
imaginary path the holes were connected by initially, and no additional areas are
introduced:

const
Pts: array[0..18] of TPoint = (
// outer polygon: a rectangle
(X: 10; Y: 10), // clockwise
(X:190; Y: 10),
(X:190; Y:190),
(X: 10; Y:190),
(X: 10; Y: 10),

// 1st inner triangle


(X: 20; Y: 20), // counter-clockwise --> hole
(X: 80; Y:180),
(X: 140; Y: 20),
(X: 20; Y: 20),

// 2nd inner triangle


(X: 150; Y: 50), // counter-clockwise --> hole
(X: 150; Y:100),
(X: 180; Y: 50),
(X: 150; Y: 50),

// 3rd inner triangle


(X: 180; Y: 80), // counter-clockwise --> hole
(X: 160; Y:120),
(X: 180; Y:120),
(X: 180; Y: 80),

(X: 150; Y: 50), // duplicates 1st point of 2nd inner triangle


(X: 20; Y: 20) // duplicates 1st point of 1st inner triangle
);
The last image at the right is drawn again with separate
Polygon() and PolyLine() calls.

Working with TBitmap and other


TGraphic descendents
The TBitmap object stores a bitmap where you can draw
before showing it to the screen. When you create a bitmap,
you must specify the height and width, otherwise it will be
zero and nothing will be drawn. And in general all other
TRasterImage descendents provide the same capabilities.
One should use the one which matches the format desired for output/input from the disk
or TBitmap in case disk operations will not be performed as well as for the Windows
Bitmap (*.bmp) format.

Loading/Saving an image from/to the disk

To load an image from the disk use TGraphic.LoadFromFile (http://lazarus-ccr.sourcefor


ge.net/docs/lcl/graphics/tgraphic.loadfromfile.html) and to save it to another disk file use
TGraphic.SaveToFile (http://lazarus-ccr.sourceforge.net/docs/lcl/graphics/tgraphic.savet
ofile.html). Use the appropriate TGraphic descendent which matches the format
expected. See Developing_with_Graphics#Image_formats for a list of available image
format classes.

var
MyBitmap: TBitmap;
begin
MyBitmap := TBitmap.Create;
try
// Load from disk
MyBitmap.LoadFromFile(MyEdit.Text);

// Here you can use MyBitmap.Canvas to read/write to/from the image

// Write back to another disk file


MyBitmap.SaveToFile(MyEdit2.Text);
finally
MyBitmap.Free;
end;
end;

When using any other format the process is completely identical, just use the adequate
class. For example, for PNG images:

var
MyPNG: TPortableNetworkGraphic;
begin
MyPNG := TPortableNetworkGraphic.Create;
try
// Load from disk
MyPNG.LoadFromFile(MyEdit.Text);

// Here you can use MyPNG.Canvas to read/write to/from the image

// Write back to another disk file


MyPNG.SaveToFile(MyEdit2.Text);
finally
MyPNG.Free;
end;
end;

If you do not know beforehand the format of the image, use TPicture which will
determine the format based in the file extension. Note that TPicture does not support all
formats supported by Lazarus, as of Lazarus 0.9.31 it supports BMP, PNG, JPEG,
Pixmap and PNM while Lazarus also supports ICNS and other formats:

var
MyPicture: TPicture;
begin
MyPicture := TPicture.Create;
try
// Load from disk
MyPicture.LoadFromFile(MyEdit.Text);

// Here you can use MyPicture.Graphic.Canvas to read/write to/from the image

// Write back to another disk file


MyPicture.SaveToFile(MyEdit2.Text);
finally
MyPicture.Free;
end;
end;

The canvas of a form cannot be saved directly into a file and must fist be copied into an
appropriate image. The following procedure copies a rectangle of the form's canvas into
a .PNG file (which compresses text and graphs with good quality). If you wish to copy
into a .JPG file (ideal for compressing photographs) instead of
TPortableNetworkGraphic use tJPEGimage. If you wish to copy into a .BMP file (which
does not compress the canvas) instead of TPortableNetworkGraphic use tBitmap:

procedure saveCanvasToPNGfile(fromCanvas:tCanvas;left,bottom,right,top:integer;toFileName:string);
//left,bottom,right,top define the rectangle of the canvas to be save into disk
var rectangleFrom,rectangleTo: TRect;
myImage: TPortableNetworkGraphic; //use tJPEGimage to create JPGfile, or tBitmap to create BMP file
begin
rectangleFrom:=rect(left,bottom,right,top);
rectangleTo:=rect(0,0,right-left+1,top-bottom+1);
myImage:=tPortableNetworkGraphic.create;
myImage.width:=right-left+1;
myImage.height:=top-bottom+1;
myImage.canvas.copyRect(rectangleTo,fromCanvas,rectangleFrom);
myImage.SaveToFile(toFileName);
myImage.free;
end;

Additional file formats for TImage

You can add additional file format support by adding the fcl-image fpread* and/or
fpwrite* units to your uses clause. In this way, you can e.g. add support for TIFF for
TImage

Indirect pixel access

Color for pixels can be simply read or written using TBitmap.Canvas.Pixels property.
Access using Pixels property is generally slow as lot of internal management operations
need to be done on each execution. This can be speed up little bit be enclosing access
to Pixels with TBitmap BeginUpdate and EndUpdate.

Direct pixel access

To do directly access the pixels of bitmaps one can use:

▪ TBitmap.ScanLine - which needs to be enclosed in BeginUpdate and EndUpdate.


It uses internally same assess as with RAWImage so access needs to respect
internal color channels structure according TRAWImage.Description.
▪ TBitmap.RAWImage - allows to directly access bitmap internal memory. Color
channels can be swapped for some platforms so ReadChannels and
WriteChannels need to be used to convert pixel color to TColor or TFPColor
correctly. Or pixel data can be accessed directly with respect to
TRAWImage.Description.
▪ external libraries - see Graphics libraries
▪ use the Lazarus native TLazIntfImage.
▪ implement custom optimized bitmap structure. For a comparison of pixel access
methods, see fast direct pixel access.

On some Lazarus widgetsets (notably LCL-Gtk2), the bitmap data is not stored in
memory location which can be accessed by the application and in general the LCL
native interfaces draw only through native Canvas routines, so each SetPixel / GetPixel
operation involves a slow call to the native Canvas API. In LCL-CustomDrawn this is
not the case since the bitmap is locally stored for all backends and SetPixel / GetPixel
is fast. For obtaining a solution which works in all widgetsets one should use
TLazIntfImage. As Lazarus is meant to be platform independent and work in gtk2.
There is a GetDataLineStart function, equivalent to Scanline, but only available for
memory images like TLazIntfImage which internally uses TRawImage.

Drawing color transparent bitmaps

A new feature, implemented on Lazarus 0.9.11, is color transparent bitmaps. Bitmap


files (*.BMP) cannot store any information about transparency, but they can work as
they had if you select a color on them to represent the transparent area. This is a
common trick used on Win32 applications.

The following example loads a bitmap from a Windows resource, selects a color to be
transparent (clFuchsia) and then draws it to a canvas.

procedure MyForm.MyButtonOnClick(Sender: TObject);


var
buffer: THandle;
bmp: TBitmap;
memstream: TMemoryStream;
begin
bmp := TBitmap.Create;

buffer := Windows.LoadBitmap(hInstance, MAKEINTRESOURCE(ResourceID));

if (buffer = 0) then exit; // Error loading the bitmap


bmp.Handle := buffer;
memstream := TMemoryStream.create;
try
bmp.SaveToStream(memstream);
memstream.position := 0;
bmp.LoadFromStream(memstream);
finally
memstream.free;
end;

bmp.Transparent := True;
bmp.TransparentColor := clFuchsia;

MyCanvas.Draw(0, 0, bmp);

bmp.Free; // Release allocated resource


end;

Notice the memory operations performed with the TMemoryStream. They are
necessary to ensure the correct loading of the image.

Taking a screenshot of the screen

Since Lazarus 0.9.16 you can use LCL to take screenshots of the screen in a cross-
platform way. The following example code does it:

uses Graphics, LCLIntf, LCLType;


...
var
MyBitmap: TBitmap;
ScreenDC: HDC;
begin
MyBitmap := TBitmap.Create;
ScreenDC := GetDC(0);
MyBitmap.LoadFromDevice(ScreenDC);
ReleaseDC(0, ScreenDC);
...

Taking a screen shot but excluding your application from the screenshot:

uses
Graphics, LCLIntf, LCLType, ...;

procedure TForm1.Button1Click(Sender: TObject);


var
ScreenDC: HDC;
LocalBitmap: TBitmap;
begin
Hide;
Application.ProcessMessages;
LocalBitmap := TBitmap.Create;
ScreenDC := GetDC(0);
try
LocalBitmap.LoadFromDevice(ScreenDC);
LocalBitmap.SaveToFile('screenshot.bmp');
finally
LocalBitmap.Free;
ReleaseDC(0, ScreenDC);
Show;
end;
end;

Working with TLazIntfImage, TRawImage and


TLazCanvas
TLazIntfImage is a non-native equivalent of TRasterImage (more commonly utilized in
the form of it's descendent TBitmap). The first thing to be aware about this class is that
unlike TBitmap it will not automatically allocate a memory area for the bitmap, one
should first initialize a memory area and then give it to the TLazIntfImage. Right after
creating a TLazIntfImage one should either connect it to a TRawImage or load it from a
TBitmap.

TRawImage is of the type object and therefore does not need to be created nor freed. It
can either allocate the image memory itself when one calls TRawImage.CreateData or
one can pass a memory block allocated for examply by a 3rd party library such as the
Windows API of the Cocoa Framework from Mac OS X and pass the information of the
image in TRawImage.Description, TRawImage.Data and TRawImage.DataSize.
Instead of attaching it to a RawImage one could also load it from a TBitmap which will
copy the data from the TBitmap and won't be syncronized with it afterwards. The
TLazCanvas cannot exist alone and must always be attached to a TLazIntfImage.

The example below shows how to choose a format for the data and ask the
TRawImage to create it for us and then we attach it to a TLazIntfImage and then attach
a TLazCanvas to it:

uses graphtype, intfgraphics, lazcanvas;

var
AImage: TLazIntfImage;
ACanvas: TLazCanvas;
lRawImage: TRawImage;
begin
lRawImage.Init;
lRawImage.Description.Init_BPP32_A8R8G8B8_BIO_TTB(AWidth, AHeight);
lRawImage.CreateData(True);
AImage := TLazIntfImage.Create(0,0);
AImage.SetRawImage(lRawImage);
ACanvas := TLazCanvas.Create(AImage);

Initializing a TLazIntfImage

One cannot simply create an instance of TLazIntfImage and start using it. It needs to
add a storage to it. There are 3 ways to do this:

1. Attach it to a TRawImage

2. Load it from a TBitmap. Note that it will copy the memory of the TBitmap so it won't
remain connected to it.

SrcIntfImg:=TLazIntfImage.Create(0,0);
SrcIntfImg.LoadFromBitmap(ABitmap.Handle,ABitmap.MaskHandle);

3. Load it from a raw image description, like this:


IntfImg := TLazIntfImage.Create(0,0);
IntfImg.DataDescription:=GetDescriptionFromDevice(0);
IntfImg.SetSize(10,10);

The 0 device in GetDescriptionFromDevice(0) uses the current screen format.

TLazIntfImage.LoadFromFile

Here is an example how to load an image directly into a TLazIntfImage. It initializes the
TLazIntfImage to a 32bit RGBA format. Keep in mind that this is probably not the native
format of your screen.

uses LazLogger, Graphics, IntfGraphics, GraphType;


procedure TForm1.FormCreate(Sender: TObject);
var
AImage: TLazIntfImage;
lRawImage: TRawImage;
begin
// create a TLazIntfImage with 32 bits per pixel, alpha 8bit, red 8 bit, green 8bit, blue 8bit,
// Bits In Order: bit 0 is pixel 0, Top To Bottom: line 0 is top
lRawImage.Init;
lRawImage.Description.Init_BPP32_A8R8G8B8_BIO_TTB(0,0);
lRawImage.CreateData(false);
AImage := TLazIntfImage.Create(0,0);
try
AImage.SetRawImage(lRawImage);
// Load an image from disk.
// It uses the file extension to select the right registered image reader.
// The AImage will be resized to the width, height of the loaded image.
AImage.LoadFromFile('lazarus/examples/openglcontrol/data/texture1.png');
debugln(['TForm1.FormCreate ',AImage.Width,' ',AImage.Height]);
finally
AImage.Free;
end;
end;

Loading a TLazIntfImage into a TImage

The pixel data of a TImage is the TImage.Picture property, which is of type TPicture.
TPicture is a multi format container containing one of several common image formats
like Bitmap, Icon, Jpeg or PNG . Usually you will use the TPicture.Bitmap to load a
TLazIntfImage:

Image1.Picture.Bitmap.LoadFromIntfImage(IntfImg);

Notes:

▪ To load a transparent TLazIntfImage you have to set the Image1.Transparent to


true.
▪ TImage uses the screen format. If the TLazIntfImage has a different format then
the pixels will be converted. Hint: You can use
IntfImg.DataDescription:=GetDescriptionFromDevice(0); to initialize the
TLazIntfImage with the screen format.

Fading example
A fading example with TLazIntfImage

{ This code has been taken from the $LazarusPath/examples/lazintfimage/fadein1.lpi project. }


uses LCLType, // HBitmap type
IntfGraphics, // TLazIntfImage type
fpImage; // TFPColor type
...
procedure TForm1.FadeIn(ABitMap: TBitMap);
var
SrcIntfImg, TempIntfImg: TLazIntfImage;
ImgHandle,ImgMaskHandle: HBitmap;
FadeStep: Integer;
px, py: Integer;
CurColor: TFPColor;
TempBitmap: TBitmap;
begin
SrcIntfImg:=TLazIntfImage.Create(0,0);
SrcIntfImg.LoadFromBitmap(ABitmap.Handle,ABitmap.MaskHandle);
TempIntfImg:=TLazIntfImage.Create(0,0);
TempIntfImg.LoadFromBitmap(ABitmap.Handle,ABitmap.MaskHandle);
TempBitmap:=TBitmap.Create;
for FadeStep:=1 to 32 do begin
for py:=0 to SrcIntfImg.Height-1 do begin
for px:=0 to SrcIntfImg.Width-1 do begin
CurColor:=SrcIntfImg.Colors[px,py];
CurColor.Red:=(CurColor.Red*FadeStep) shr 5;
CurColor.Green:=(CurColor.Green*FadeStep) shr 5;
CurColor.Blue:=(CurColor.Blue*FadeStep) shr 5;
TempIntfImg.Colors[px,py]:=CurColor;
end;
end;
TempIntfImg.CreateBitmaps(ImgHandle,ImgMaskHandle,false);
TempBitmap.Handle:=ImgHandle;
TempBitmap.MaskHandle:=ImgMaskHandle;
Canvas.Draw(0,0,TempBitmap);
end;
SrcIntfImg.Free;
TempIntfImg.Free;
TempBitmap.Free;
end;

Image format specific example

If you know that the TBitmap is using blue 8bit, green 8bit, red 8bit you can directly
access the bytes, which is somewhat faster:

uses LCLType, // HBitmap type


IntfGraphics, // TLazIntfImage type
fpImage; // TFPColor type
...
type
TRGBTripleArray = array[0..32767] of TRGBTriple;
PRGBTripleArray = ^TRGBTripleArray;

procedure TForm1.FadeIn2(aBitMap: TBitMap);


var
IntfImg1, IntfImg2: TLazIntfImage;
ImgHandle,ImgMaskHandle: HBitmap;
FadeStep: Integer;
px, py: Integer;
CurColor: TFPColor;
TempBitmap: TBitmap;
Row1, Row2: PRGBTripleArray;
begin
IntfImg1:=TLazIntfImage.Create(0,0);
IntfImg1.LoadFromBitmap(aBitmap.Handle,aBitmap.MaskHandle);

IntfImg2:=TLazIntfImage.Create(0,0);
IntfImg2.LoadFromBitmap(aBitmap.Handle,aBitmap.MaskHandle);
TempBitmap:=TBitmap.Create;

//with Scanline-like
for FadeStep:=1 to 32 do begin
for py:=0 to IntfImg1.Height-1 do begin
Row1 := IntfImg1.GetDataLineStart(py); //like Delphi TBitMap.ScanLine
Row2 := IntfImg2.GetDataLineStart(py); //like Delphi TBitMap.ScanLine
for px:=0 to IntfImg1.Width-1 do begin
Row2^[px].rgbtRed:= (FadeStep * Row1^[px].rgbtRed) shr 5;
Row2^[px].rgbtGreen := (FadeStep * Row1^[px].rgbtGreen) shr 5; // Fading
Row2^[px].rgbtBlue := (FadeStep * Row1^[px].rgbtBlue) shr 5;
end;
end;
IntfImg2.CreateBitmaps(ImgHandle,ImgMaskHandle,false);

TempBitmap.Handle:=ImgHandle;
TempBitmap.MaskHandle:=ImgMaskHandle;
Canvas.Draw(0,0,TempBitmap);
end;

IntfImg1.Free;
IntfImg2.Free;
TempBitmap.Free;
end;

Conversion between TLazIntfImage and TBitmap

Since Lazarus has no TBitmap.ScanLines property, the best way to access the pixels of
an image in a fast way for both reading and writing is by using TLazIntfImage. The
TBitmap can be converted to a TLazIntfImage by using TBitmap.CreateIntfImage() and
after modifying the pixels it can be converted back to a TBitmap by using
TBitmap.LoadFromIntfImage(); Here's the sample on how to create TLazIntfImage from
TBitmap, modify it and then go back to the TBitmap.

uses
...GraphType, IntfGraphics, LCLType, LCLProc, LCLIntf ...

procedure TForm1.Button4Click(Sender: TObject);


var
b: TBitmap;
t: TLazIntfImage;
begin
b := TBitmap.Create;
try
b.LoadFromFile('test.bmp');
t := b.CreateIntfImage;

// Read and/or write to the pixels


t.Colors[10,20] := colGreen;

b.LoadFromIntfImage(t);
finally
t.Free;
b.Free;
end;
end;

Using the non-native StretchDraw from LazCanvas

Just like TCanvas.StretchDraw there is TLazCanvas.StretchDraw but you need to


specify the interpolation which you desire to use. The interpolation which provides a
Windows-like StretchDraw with a very sharp result (the opposite of anti-aliased) can be
added with:

TLazCanvas.Interpolation := TFPSharpInterpolation.Create;

There are other interpolations available in the unit fpcanvas.

uses intfgraphics, lazcanvas;

procedure TForm1.StretchDrawBitmapToBitmap(SourceBitmap, DestBitmap: TBitmap; DestWidth, DestHeight:


integer);
var
DestIntfImage, SourceIntfImage: TLazIntfImage;
DestCanvas: TLazCanvas;
begin
// Prepare the destination

DestIntfImage := TLazIntfImage.Create(0, 0);


DestIntfImage.LoadFromBitmap(DestBitmap.Handle, 0);

DestCanvas := TLazCanvas.Create(DestIntfImage);

//Prepare the source


SourceIntfImage := TLazIntfImage.Create(0, 0);
SourceIntfImage.LoadFromBitmap(SourceBitmap.Handle, 0);

// Execute the stretch draw via TFPSharpInterpolation


DestCanvas.Interpolation := TFPSharpInterpolation.Create;
DestCanvas.StretchDraw(0, 0, DestWidth, DestHeight, SourceIntfImage);

// Reload the image into the TBitmap


DestBitmap.LoadFromIntfImage(DestIntfImage);

SourceIntfImage.Free;
DestCanvas.Interpolation.Free;
DestCanvas.Free;
DestIntfImage.Free;
end;

procedure TForm1.FormPaint(Sender: TObject);


var
Bmp, DestBitmap: TBitmap;
begin
// Prepare the destination
DestBitmap := TBitmap.Create;
DestBitmap.Width := 100;
DestBitmap.Height := 100;

Bmp := TBitmap.Create;
Bmp.Width := 10;
Bmp.Height := 10;
Bmp.Canvas.Pen.Color := clYellow;
Bmp.Canvas.Brush.Color := clYellow;
Bmp.Canvas.Rectangle(0, 0, 10, 10);
StretchDrawBitmapToBitmap(Bmp, DestBitmap, 100, 100);
Canvas.Draw(0, 0, Bmp);
Canvas.Draw(100, 100, DestBitmap);
end;

Motion Graphics - How to Avoid flickering


Many programs draw their output to the GUI as 2D graphics. If those graphics need to
change quickly you will soon face a problem: quickly changing graphics often flicker on
the screen. This happens when users sometimes see the whole images and sometimes
only when it is partially drawn. It occurs because the painting process requires time.
How can you avoid the flickering and get the best drawing speed? Of course you could
work with hardware acceleration using OpenGL, but this approach is quite heavy for
small programs or old computers.

Another solution is drawing to a TCanvas. If you need help with OpenGL, take a look at
the example that comes with Lazarus. You can also use A.J. Venter's gamepack, which
provides a double-buffered canvas and a sprite component.

A brief and very helpful article on avoiding flicker can be found at


http://delphi.about.com/library/bluc/text/uc052102g.htm. Although written for Delphi, the
techniques work well with Lazarus.

Now we will examine the options we have for drawing to a Canvas:

▪ Draw to a TImage
▪ Draw on the OnPaint event of the form, a TPaintBox or another control
▪ Create a custom control which draws itself
▪ Using A.J. Venter's gamepack

Draw to a TImage

A TImage consists of 2 parts: A TGraphic, usually a TBitmap, holding the persistent


picture and the visual area, which is repainted on every OnPaint. Resizing the TImage
does not resize the bitmap. The graphic (or bitmap) is accessible via
Image1.Picture.Graphic (or Image1.Picture.Bitmap). The canvas is
Image1.Picture.Bitmap.Canvas. The canvas of the visual area of a TImage is only
accessible during Image1.OnPaint via Image1.Canvas.

Important: Never use the OnPaint of the Image1 event to draw to the graphic/bitmap of
a TImage. The graphic of a TImage is buffered so all you need to do is draw to it from
anywhere and the change is there forever. However, if you are constantly redrawing,
the image will flicker. In this case you can try the other options. Drawing to a TImage is
considered slower then the other approaches.

Resizing the bitmap of a TImage

Note: Do not use this during OnPaint.

with Image1.Picture.Bitmap do begin


Width:=100;
Height:=120;
end;

Same in one step:

with Image1.Picture.Bitmap do begin


SetSize(100, 120);
end;
Painting on the bitmap of a TImage

Note: Do not use this during OnPaint.

with Image1.Picture.Bitmap.Canvas do begin


// fill the entire bitmap with red
Brush.Color := clRed;
FillRect(0, 0, Width, Height);
end;

Note: Inside of Image1.OnPaint the Image1.Canvas points to the volatile visible area.
Outside of Image1.OnPaint the Image1.Canvas points to Image1.Picture.Bitmap.Canvas.

Another example:

procedure TForm1.BitBtn1Click(Sender: TObject);


var
x, y: Integer;
begin
// Draws the backgroung
MyImage.Canvas.Pen.Color := clWhite;
MyImage.Canvas.Rectangle(0, 0, Image.Width, Image.Height);

// Draws squares
MyImage.Canvas.Pen.Color := clBlack;
for x := 1 to 8 do
for y := 1 to 8 do
MyImage.Canvas.Rectangle(Round((x - 1) * Image.Width / 8), Round((y - 1) * Image.Height / 8),
Round(x * Image.Width / 8), Round(y * Image.Height / 8));
end;

Painting on the volatile visual area of the TImage

You can only paint on this area during OnPaint. OnPaint is eventually called
automatically by the LCL when the area was invalidated. You can invalidate the area
manually with Image1.Invalidate. This will not immediately call OnPaint and you can call
Invalidate as many times as you want.

procedure TForm.Image1Paint(Sender: TObject);


begin
// paint a line
Canvas.Pen.Color := clRed;
Canvas.Line(0, 0, Width, Height);
end;

Draw on the OnPaint event

In this case all the drawing has to be done on the OnPaint event of the form, or of
another control. The drawing isn't buffered like in the TImage, and it needs to be fully
redrawn in each call of the OnPaint event handler.

procedure TForm.Form1Paint(Sender: TObject);


begin
// paint a line
Canvas.Pen.Color := clRed;
Canvas.Line(0, 0, Width, Height);
end;

Create a custom control which draws itself

Creating a custom control has the advantage of structuring your code and you can
reuse the control. This approach is very fast, but it can still generate flickering if you
don't draw to a TBitmap first and then draw to the canvas. On this case there is no
need to use the OnPaint event of the control.

Here is an example custom control:

uses
Classes, SysUtils, Controls, Graphics, LCLType;

type
TMyDrawingControl = class(TCustomControl)
public
procedure EraseBackground(DC: HDC); override;
procedure Paint; override;
end;

implementation

procedure TMyDrawingControl.EraseBackground(DC: HDC);


begin
// Uncomment this to enable default background erasing
//inherited EraseBackground(DC);
end;

procedure TMyDrawingControl.Paint;
var
x, y: Integer;
Bitmap: TBitmap;
begin
Bitmap := TBitmap.Create;
try
// Initializes the Bitmap Size
Bitmap.Height := Height;
Bitmap.Width := Width;

// Draws the background


Bitmap.Canvas.Pen.Color := clWhite;
Bitmap.Canvas.Rectangle(0, 0, Width, Height);

// Draws squares
Bitmap.Canvas.Pen.Color := clBlack;
for x := 1 to 8 do
for y := 1 to 8 do
Bitmap.Canvas.Rectangle(Round((x - 1) * Width / 8), Round((y - 1) * Height / 8),
Round(x * Width / 8), Round(y * Height / 8));

Canvas.Draw(0, 0, Bitmap);
finally
Bitmap.Free;
end;

inherited Paint;
end;

and how we create it on the form:

procedure TMyForm.FormCreate(Sender: TObject);


begin
MyDrawingControl := TMyDrawingControl.Create(Self);
MyDrawingControl.Height := 400;
MyDrawingControl.Width := 500;
MyDrawingControl.Top := 0;
MyDrawingControl.Left := 0;
MyDrawingControl.Parent := Self;
MyDrawingControl.DoubleBuffered := True;
end;

It is destroyed automatically, because we use Self as owner.

Setting Top and Left to zero is not necessary, since this is the standard position, but is
done so to reinforce where the control will be put.

"MyDrawingControl.Parent := Self;" is very important and you won't see your control if
you don't do so.

"MyDrawingControl.DoubleBuffered := True;" is required to avoid flickering on


Windows. It has no effect on gtk.

Image formats
Here is a table with the correct class to use for each image format.

Format Image class Unit

Cursor (cur) TCursor Graphics

Bitmap (bmp) TBitmap Graphics

Windows icon (ico) TIcon Graphics

Mac OS X icon (icns) TicnsIcon Graphics

Pixmap (xpm) TPixmap Graphics

Portable Network Graphic (png) TPortableNetworkGraphic Graphics

JPEG (jpg, jpeg) TJpegImage Graphics

PNM (pnm) TPortableAnyMapGraphic Graphics

Tiff (tif, tiff) TTiffImage Graphics

See also the list of fcl-image supported formats.

Converting formats

Sometimes it is necessary to convert one graphic type to another. One of the ways is to
convert a graphic to intermediate format, and then convert it to TBitmap. Most of the
formats can create an image from TBitmap.

Converting Bitmap to PNG and saving it to a file:

procedure SaveToPng(const bmp: TBitmap; PngFileName: String);


var
png : TPortableNetworkGraphic;
begin
png := TPortableNetworkGraphic.Create;
try
png.Assign(bmp);
png.SaveToFile(PngFileName);
finally
png.Free;
end;
end;

Pixel Formats
TColor

The internal pixel format for TColor in the LCL is the XXBBGGRR format, which
matches the native Windows format and is opposite to most other libraries, which use
AARRGGBB. The XX part is used to identify if the color is a fixed color, which case XX
should be 00 or if it is an index to a system color. There is no space reserved for an
alpha channel.

To convert from separate RGB channels to TColor use:

RGBToColor(RedVal, GreenVal, BlueVal);

To get each channel of a TColor variable use the Red, Green and Blue functions:

RedVal := Red(MyColor);
GreenVal := Green(MyColor);
BlueVal := Blue(MyColor);

TFPColor

TFPColor uses the AARRGGBB format common to most libraries, but it uses 16-bits for
the depth of each color channel, totaling 64-bits per pixel, which is unusual. This does
not necessarily mean that images will consume that much memory, however. Images
created using TRawImage+TLazIntfImage can have any internal storage format and
then on drawing operations TFPColor is converted to this internal format.

The unit Graphics provides routines to convert between TColor and TFPColor:

function FPColorToTColorRef(const FPColor: TFPColor): TColorRef;


function FPColorToTColor(const FPColor: TFPColor): TColor;
function TColorToFPColor(const c: TColorRef): TFPColor; overload;
function TColorToFPColor(const c: TColor): TFPColor; overload; // does not work on system color

Drawing with fcl-image


You can draw images which won't be displayed in the screen without the LCL, by just
using fcl-image directly. For example a program running on a webserver without X11
could benefit from not having a visual library as a dependency. FPImage (alias fcl-
image) is a very generic image and drawing library written completely in Pascal. In fact
the LCL uses FPImage too for all the loading and saving from/to files and implements
the drawing function through calls to the widgetset (winapi, gtk, carbon, ...). Fcl-image
on the other hand also has drawing routines.

For more information, please read the article about fcl-image.

Common OnPaint Error


A common error that causes many false bug reports is to call an OnPaint event for one
object from another object. When using the LCL, this may work in GTK2 and Windows
but will probably fail with Qt, Carbon and Cocoa. It is not normally necessary to call
Invalidate. However, it may sometimes be needed in the Button1Click procedure.

This is bad:

procedure TForm1.Button1Click(Sender: TObject);


begin
Shape1Paint(Self); // Call Shape1 OnPaint event
Shape1.Invalidate; // Invoke actual painting

//more code for Button1


end;

This is good:

procedure TForm1.Button1Click(Sender: TObject);


begin
//code for Button1
//set some condition
Shape1.Invalidate; // May be necessary on some occasions
end;

// Shape1Paint should be attached to the OnPaint event of shape object !


procedure TForm1.Shape1Paint(Sender: TObject);
begin
if some_condition then
with Shape1.Canvas do
begin
//lots of stuff
end;
end;

Some useful examples


Example 1: Drawing on loaded JPEG with TImage

Add procedure LoadAndDraw to the public section of your form, and paste next code to
implemantation section:

procedure TForm1.LoadAndDraw(const sFileName: String);


var
jpg: TPicture;
begin
jpg := TPicture.Create;
try
jpg.LoadFromFile(sFileName);

Image.Picture.Bitmap.SetSize(jpg.Width, jpg.Height);
Image.Picture.Bitmap.Canvas.Draw(0, 0, jpg.Bitmap);

Image.Picture.Bitmap.Canvas.Pen.Color := clRed;
Image.Picture.Bitmap.Canvas.Line(0, 0, 140, 140);
finally
jpg.Free;
end;
end;

Example 2: Drawing on controls of Form

1) Create a New project - Application, add to uses section next modules if needed:
Types, Controls, Graphics.

2) Place on form Button1, GroupBox1 and RadioGroup1

3) Place on GroupBox1 one more button - Button2

4) Your TForm1.Create should looks like:

procedure TForm1.FormCreate(Sender: TObject);


var
i: Integer;
begin
for i := 0 to Self.ControlCount - 1 do
RadioGroup1.Items.AddObject(Controls[i].Name, Controls[i]);

RadioGroup1.Items.AddObject(Button2.Name,Button2);
end;

5) For RadioGroup1 create handler of OnSelectionChanged event:

procedure TForm1.RadioGroup1SelectionChanged(Sender: TObject);


begin
Self.Repaint;
end;

6) Add to public section of your form procedure HighlightControl:

procedure TForm1.HighlightControl(AControl: TControl);


var
R: Types.TRect;
aCC: TControlCanvas;
begin
R := AControl.BoundsRect;
InflateRect(R, 2, 2); // make rect a bit bigger then control
aCC := TControlCanvas.Create;
aCC.Control := AControl.Parent;
aCC.Pen.Color := clGreen;
aCC.Pen.Width := 5;
aCC.Pen.Style := psSolid;
aCC.Brush.Style := bsClear;
aCC.Rectangle(R);
aCC.free;
end;
See also
▪ Fast direct pixel access

2D drawing

▪ ZenGL - cross-platform game development library using OpenGL.


▪ BGRABitmap - Drawing shapes and bitmaps with transparency, direct access to
pixels, etc.
▪ LazRGBGraphics - A package for fast in memory image processing and pixel
manipulations (like scan line).
▪ fpvectorial - Offers support to read, modify and write vectorial images.
▪ Double Gradient - Draw 'double gradient' & 'n gradient' bitmaps easy.
▪ Gradient Filler - TGradientFiller is the best way to create custom n gradients in
Lazarus.
▪ PascalMagick - an easy to use API for interfacing with ImageMagick (http://www.i
magemagick.org), a multiplatform free software suite to create, edit, and compose
bitmap images.
▪ Sample Graphics - graphics gallery created with Lazarus and drawing tools
▪ Fast direct pixel access - speed comparison of some methods for direct bitmap
pixel access
▪ AggPas (http://www.crossgl.com/aggpas/) - AggPas is an Object Pascal native
port of the Anti-Grain Geometry library. It is fast and very powerful with anti-aliased
drawing and subpixel accuracy. You can think of AggPas as of a rendering engine
that produces pixel images in memory from some vectorial data. Both Lazarus and
fpGUI bundle AggPas.

3D drawing

▪ OpenGL - OpenGL (Open Graphics Library) is a cross-platform API for producing


3D computer graphics.
▪ GLScene - A port of the 3D visual OpenGL graphics Library GLScene (http://www.
glscene.org).
▪ macOS Metal Framework - Render advanced 3D graphics and perform data-
parallel computations using graphics processors.
▪ Castle Game Engine - An open-source cross-platform 3D and 2D game engine
(official website (https://castle-engine.io/)).

Charts

▪ TAChart - Charting component for Lazarus


▪ PlotPanel - A plotting and charting component for animated graphs
▪ Perlin Noise - An article about using Perlin Noise on LCL applications.

Retrieved from "http://wiki.freepascal.org/index.php?title=Developing_with_Graphics&


oldid=154632"
▪ This page was last edited on 13 November 2022, at 23:00.
▪ Content is available under unless otherwise noted.

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